[X] Stay at port.
May as well prepare.
And besides this sounds like a black ops small operation. Not the kind you can afford to draw attention to if you want to succeed
And I think we need an electrical engineer.
[x] Leave at once. You gave your report; you may consider your mission complete. There's no reason to stick around in such a hazardous environment - instead, you'll give the order to lift off and be on your way from here as soon as possible. Allows you to choose a new mission and begin your next Flight.
[X] Stay at port. The wheels of the Service turn slowly, but you expect to know whether you'll get away with a stern talking-to or whether you'll face a full court-martial within the week. You can certainly use the time wisely while you're here. Allows you to recruit Crew, work on Projects, install or remove ship Parts, socialize, buy and sell equipment and supplies, and just explore the city.
I wonder if our Protag has family of his own that he might want to visit. We kind of want to be as innocent as possible while shielding our crew from any trouble that might crop up from our official report that we turned in.
I wonder if our Protag has family of his own that he might want to visit. We kind of want to be as innocent as possible while shielding our crew from any trouble that might crop up from our official report that we turned in.
There was an option available for de Vries to visit his sister living in the West African colonies for our first trip. So yes, that's something we can try.
You make your choice. Running out now could be a disaster for a great many reasons. You need to stay in Rotterdam and prepare to defend your case, should you be called upon to do so.
In the meantime, however, you intend to enjoy the city. There's a great deal you could do in the week or so that you have.
Rotterdam is renowned for its industry, its position as a hub of air traffic and international trade. The old city has shrunk in recent decades from the encroachment of industry and modern infrastructure. The contrast of old world splendor and industrial utilitarianism presents an unique aesthetic that is not universally beloved. It may be an acquired taste, but you have always enjoyed this strange union. The massive sea-harbor of old stands neglected but proud, a venerable elder in decline, watching over the growing mass of sky-docks and airship spires above. Much of the construction that was used for sea-going ships in the pre-Ascent world have been converted to service aircraft or then submersible vessels and divers.
Society is not to be found here, unless one settles solely for the company of Service officers and city bureaucrats. The Republic's privileged scoff at Rotterdam and what it has to offer - a dirty city of worker entertainments and low culture, where the highest form of art the plebeians can imagine are the music hall and the horse races. For the museums, galleries, architecture and history, one should visit Amsterdam, or at the least Den Haag. Those from the southern Provinces might contest this with Antwerp and others. No-one will put the Gateway to Europe first, save for its own citizens.
There is something to be said for 'plebeian' entertainments. You belong to a family of petty businessmen, shopkeeps, sky officers, mechanists, clerks and other men and women of comfortable but not spectacular middle class existence. Your father was a surveyor for the Interior Water Bureau; a profession that allowed him to keep his three children and wife fed with the occasional extravagance, nothing more. A Service officer is welcome enough in high society, but you'll never fit in like those born to its excess and decorum. You have an appreciation for the culture of Rotterdam, even if it falls far from the standards of Amsterdam's finest. Perhaps you will have a chance to see it during your time here.
Whatever the case, you expect to have a busy week in Rotterdam. The city can be accused of a great many things, but no-one has ever accused it of being boring.
***
Day 1
For your stay in Rotterdam, you will vote for a course of action for each Day of the week in order. All options take the day, though some can be continued on another day if you wish it. Ship Projects will advance slower than they would from a 7-day Ship Action, naturally.
Rather than give you Officer-recruiting options, I have drawn up potential Officers in various 'The City' options here. There is also no direct 'Socialize with an Officer' choice, since the 'Entertainments of the day' serves the purpose far better by allowing you to take 1-2 of them with you.
***
Vote for your action on the first day!
Recruitment
[] Take on Crew. The Hadewijch is still short of men. You might like to hire more sailors for her while you're here. You may take on a maximum of 8 more Crew at the moment. -[] Press-gang criminals and vagrants. It is a time-honored right and tradition of the Service to press-gang various undesirables onto their ships - petty criminals and vagrants from the streets of the city, who no-one will miss. While inexperienced and unreliable, they can be whipped into decent sky-sailors with enough work and discipline. +10 Crew. -[] [Subtle] Poach from the Service. The work you're planning on doing is Service work. Your current lack of crew is an oversight unlikely to be remedied, but you could discreetly attempt to lure experienced Service sailors into your employ instead. Their captains do not need to know. +10 Crew. -[][Suave] Spread alluring rumors. It's a little dishonest, but you could spread whispers of your fabulous wealth, outrageous good fortune, skill as captain or any other quality that will bring dreamers and superstitious sailors into your ranks. You'll be on the way by the time they realize these rumors might not be entirely true. +10 Crew.
The Markets
[] Purchase equipment. There is still space for more equipment for your aircraft. Your cash reserves are low, but perhaps you'll find a good bargain. [] Sell equipment. You might wish to sell your old flight system or something else for some additional cash. [] Sell cargo. You could sell some of your cargo for a profit here just as well. -[] [20£] Vapor residue. Local prices for aether residue are low, but you could still sell yours here to make a bit of cash. You currently have 9 canisters of vapor residue gathered. Each is worth £20 here. -[] [200£] Diving suits. Service-issue diving suits are quite valuable; you could get rid of some of yours for a profit. You currently have 3 diving suits. Each is worth £200 here. -[] Write-in. You could try to sell something else in your possession.
[] Purchase aircraft. With your cash reserves you cannot expect to afford anything particularly fine, but it might be worth it to see what aircraft is on offer for private buyers. Opens a separate vote. [-] Sell aircraft. There is no question of selling the Hadewijch or the Van Rijn, since both are Service property and likely to be missed. Perhaps some day you will have unneeded aircraft to sell.
The City
Rotterdam and its environs have a great deal to offer. You might spend your time here visiting its most interesting places.
[] Entertainments for the day. You've had one hell of a first Flight. It's time to enjoy life for a change, perhaps with one of your new Officers with you. You may choose up to two Officers to accompany you. -[] [Scholar-Strange] Visit the Suriname. There is an old 18th-century sailing ship in the old Rotterdam harbor, the Suriname, which has been preserved as a floating memorial to the old world. It was the last ship to sail from the Americas before the Doom overtook them and barely made the voyage. It would be interesting to tour it and learn of its impossible flight from the Cursed Continent. -[] [Strong] Go free diving. Some of the locals here practice free diving, which is perfectly safe as long as you do not go out into the open ocean. You have made plenty of dives in your suit, of course, but it would be both educational and interesting to go diving without one. There are a great deal of shipwrecks - of the sailing kind - littered around the approach to Rotterdam port. -[] [200£] Dine finely. Service rations and ship meals grow tiresome after a while. Perhaps you could pay a visit to one of Rotterdam's restaurants now that you have the chance? There's nothing like a great meal to soothe the spirit and vitalize the body. -[] [Scholar] Enjoy the Oriental Museum. The city inherited one notable possession from the East India Company - the Oriental Museum at the waterfront, displaying the many wonders and relics of the old East Indies. The damages from the recent attempted break-in by Insulindian thieves has been repaired and the museum is once more open to the public, apparently. -[] [Scholar-Sharp] Tour the bookstores. There is a decent array of bookstores with varied collections in Rotterdam. You might choose to visit and see what they have to offer; knowledge is always worth the cost. -[] [Sharp] See the automata races. Rotterdam is a city of mechanical ingenuity. You have heard of a new sport of automata races held outside the city. It would certainly be entertaining to witness, and you might even chance upon an automaton or a mechanist worth investigating further. -[] Write-in. Come up with a plausible activity or site of interest to spend the day on!
[] Seek a secret of the city. Not everything in Rotterdam is open to the public eye. Some secrets can only be unearthed by an inquisitive soul. You may choose up to two Officers to accompany you. -[] [RISKY Strange] The Meridian Gallery. Anyone even remotely aware of the unusual and occult goings-on in the city will have heard of the Meridian Gallery. It is supposedly a place deep in the old town where artifacts and knowledge of all manner of strangeness are sold and displayed. You've never really believed in the existence of the place, but then again... what could be the harm in making one last attempt in tracking the place down? -[] [RISKY Subtle] Stiletto Street. There is no street by that name in Rotterdam, of course, but the name is used in whispers for the place where all the murky business of spycraft and secretive dealings occur in the city. It would be fascinating to gain a glimpse of that, if you were able to persevere through the rumor and hearsay to the truth. -[] [RISKY Scholar] Grave Goods. It's said that when the monarchy fell in France for the first time and the royal family lost their heads, a group of devoted and loyal servants escaped on an airship carrying the body of one of their little princes - and a cargo hold packed to the brim with crown jewels, treasury gold and priceless art besides. They docked in Rotterdam for repairs, but when rumors of this vast treasure spread in the city, the ship was attacked by republican activists and opportunistic brigands alike. They found the hold empty, however; the servants had hidden their beloved prince and the treasure somewhere in or near the city before docking. The story might be a whole lot of nonsense, but you could see if it holds any truth - perhaps the city archives have records relating to the incident.
[] The social clubs. A gentleman captain who wishes to advance their career and maintain their good standing should always endeavor to make new connections and strengthen old ones. If they wished to look beyond the Service, a short trip to Amsterdam might gain them access to a private club of some sort. All, of course, require a membership fee for the year to be paid up front should you wish to join. -[] [500£] Empire. Founded in 1831, the Empire Club is a relatively new and modern institution frequented by military and quasi-military types. Plenty of Service officers and admirals can be found here, but also men and women of the Air Army, the Land Forces, privateers, military scientists, historians and engineers, requisition-men, contractors and other agents of the nation's fighting corps. There is a notable members-only library devoted mainly to history and engineering on the premises. The middling pay of most of its members has resulted in low membership fees just as well. -[] [2000£] Vermeer's. A club known for the occult and unusual interests of its membership. While its reputation is stained by various bizarre and grotesque scandals, Vermeer continues to enjoy a privileged location in the heart of the city and the patronage of key government officials. There is said to be a secret basement level only open to trusted members - a treasure trove of all manner of curiosity and strangeness for those in the know. -[] [1000£] The Oriental. An ancient institution founded somewhere before the turning of the century by the Dutch East India Company. After the Insulindian Revolt and the dissolution of the Company, it has become the haunt of old colonial officers and veterans unable to let go after the loss of their empire. It is a thoroughly conservative place - not even allowing women as members in this time and place - but it does host a lively community of explorers, scientists and diplomats who trickle in to draw upon its wealth of knowledge and artifacts from the far corners of the world. -[] [10,000£] De Bray's. The most prestigious and exclusive club in the Republic, de Bray's caters to the social elite and counts numerous nobility among its membership. It is the place to be if one wishes to have their finger on the pulse of the political life in the Republic and elsewhere. The only way in is through the recommendation of a member and a staggering membership fee.
Shipboard Actions
[] Integrate a Part. It takes hard work and time to alter a complicated machine such as a flying ship. You could spend a day installing a new Part into either of your aircraft. -[] VETM Electric Engine I-3. Unreliable 2*, Agile 2. This will remove the current Flight system of the chosen Aircraft.
Projects
[] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery. The Service will almost certainly take him from your care once they go over your report, so you'll have to work fast. -[] [Sense] Apply psychology. You are no trained headshrinker, but you've some insight into how the human mind functions. With patience and close study, you might be able to begin the work of guiding Director Visscher back towards sanity. -[] [Strange] Esoteric methods. His damage is not natural, and will not be reversed by natural means. You will take him to your laboratory and apply rather more unusual methods to him. Perhaps electric shocks, as Strand suggested?
[] [Strange] Experiment in the Laboratory. You are eager to see what your new laboratory is capable of. -[] [Strange] Experiment with electricity. The Zotova generator now onboard offers a chance to experiment with the strange power of electricity. Perhaps you could replicate some of the bizarre things you witnessed on Strand's ship - on a smaller, safer scale, of course.
[] [Sharp] Begin an engineering Project. You know that invention and progress never cease. To be on the forefront of this age, you must push the envelope however you can. -[] [Sharp] Study the electric engine. The electric engine in your possession is something of an enigma to you. If you are to make full use of it, you will need to understand the logic of its operation. Begins a Project to remove the Unreliable Quality from the Electric Engine and increase your understanding of electric engineering. -[] [Sharp] Work on armaments. There are certain upgrades you could make to one of your weapons, a few light modifications... Begins a Project to modify an Armament. You will be able to increase Damage and grant additional Qualities to the weapon. The weapon is inoperable during the Project. Choose an Armament. -[] [Sharp] Work on flight systems. There are certain upgrades you could make to your engine and systems, a few light modifications... Begins a Project to modify the Flight system. You will be able to increase Evasion and grant additional Qualities to your Flight systems. Your Flight system is considered Damaged during the Project. Choose a Flight system. -[] [Sharp] Work on auxiliaries. There are certain upgrades you could make to your auxiliary equipment, a few light modifications... Begins a Project to modify an Auxiliary. Effects depend on the specific Auxiliary chosen. The Auxiliary is inoperable during the Project. Choose an Auxiliary. -[] [Sharp] Study automata. You have a fair amount of automata on board. You could take a few apart and see what makes them tick. Max Crew is reduced by 1 for the duration of this Project. -[] [Sharp] Write-in. Work on something else in your possessions or in the cargo hold.
***
Captain Johannes de Vries Condition: Fine. Finances: 800£ Personal Skills:
+4 Sense (perception, awareness, insight) +2 Strange (esoteric knowledge, unearthly matters) +2 Sharp (innovation, engineering, technology) Aero Skills:
+1 Sky
+0 Spar
+1 Saw
Possessions:
-Service Standard-Issue Sidearm (This compact sidearm fires a kind of miniature harpoon and can operate even in high pressure underwater environments.)
-North Atlantic Station Keys (A ring of keys for the North Atlantic research station.)
-Observation Logbook (A logbook of observations for March-April-May.) Companions: None
Parts:
-Flight: LZ Trifold Envelope System
-Arm: VMD Mk. 1848 Deck LMGs (Damage 1/Inaccurate 1, Anti-Crew, Battery 3, Defensive)
-Arm: Thyssen-Bahr K11 Cannons (Damage 5/Crippling, Battery 1)
-Arm: Van Rijn Scuttle Guns (Damage 4/Anti-Ship, Reliable 1, Battery 2)
-Arm: VMD Mk. 1839 Heavy Long Gun (Damage 12/Accurate 2)
-Aux: OS Mk. 1841 Water Sealing (A comprehensive system of water- and pressure-proofing to allow for underwater operations.)
-Aux: Vapor Nets [9/10] (A system for gathering valuable aether vapor residue while sailing. +1 Residue/day.)
-Aux: Experimental Laboratory (An esoteric laboratory and study for the mysteries of the cosmos. +5 to Strange actions aboard ship.) Cargo:
-Diving Suits, x3 (Standard-grade Service diving suits and operational equipment, fit for dives down to 1,500 ft)
-Makeshift Gas Mask, x3 (A gas mask constructed out of diving suit parts.)
-VETM Electric Engine I-3 (Uninstalled Flight. Unreliable 2*, Agile 2)
-Food Supplies, 36 days worth
-Munitions, 9 combats worth
First Mate: Georges Hennepin (+3 Suave, +1 Scholar)
-Stalwart: Whenever the ship would suffer a Crew Check, roll a 1d6. On a 3-6, the ship returns to 1 Current Crew with no further effect.
Chief Engineer: Anneke Dhien Saragih (+1 Sharp, +1 Soul, +1 Sense)
-Studious: Choose one enemy to study in each combat, gaining +2 Evasion and +2 Attack against them for its duration.
Gunnery Officer: Eleonora Vroomen (+3 Sharp, +1 Subtle)
-Overclock: Activate during combat to gain +5 Evasion and Advantage on Sky checks, but suffer additional dice in your Structure Checks based on number of turns active. 1-4: +1d6. 5-7: +2d6. 8-11: +3d6. 12+: +4d6.
Captain of Marines: Jan Spijker (+1 Soul, +1 Strike, +1 Strange)
-Jaded: Ship gains immunity to the Terrifying weapon quality.
Flight Master: Maarten van Assen (+1 Scholar, +1 Sharp, +1 Sense)
-Vanguard: The first attack made against the ship on a turn is always made at Disadvantage.
Ship's Surgeon: Antonia Luna Traversi (+1 Strange, +1 Sharp, +1 Scholar)
-Mother of Invention: Once per combat, take an additional free Full Action.
What a delay, and right after I was given the Pick of the Month. Work has been demanding most of my time, alas!
I think we should tend to Director Visscher, not only is it the right thing to do, but he could potentially provide testimony against the actions of his subordinates at the research station if he recovers.
To that end I think we should try Esoteric Methods with him, since The Service probably has its own network of psychologists and shrinks to help a person recover after trauma, but they are unlikely to be equipped to deal with trauma stemming from the supernatural. (As most hostile interactions with the supernatural do not leave more than a few survivors, if any.)
Our ship is also uniquely equipped to try a Strange check, since if we also get to apply our officers' bonuses to it, we should have a +9 bonus to the roll. In comparison, if we get to apply our officers' bonuses, a Sense check only gets a +6. Now that shouldn't be the only factor making the decision, but it shouldn't be one we ignore either.
Studying electricity is a must given what we've already seen, but Visscher is time-limited and may be an asset if he recovers. I suspect he'd be a boost to our already-solid Strange.
- 1 or 2 socialization actions (Entertainment or Exploration)
- Healing Vischer
- Integrating the Electric Engine
- Finish studying the Electric Engine (21/40 Progress)
- Recruiting last Officer + Crew
- Visit market to sell Vapor, buy enough Diving Suits for Officers, browse goods and replace gear
Particularly dangerous and demanding actions are Risky. For Risky checks, you still succeed with a 10+, but suffer some consequence unless your roll total is 20+.
We have a choice between Strange, Subtle and Scholar actions, and De Vries only has points in Strange. Our officers aren't a big help there either.
With Spijker and Traversi we can have our Strange bonus at +4, which gives us a 70% chance to succeed on the Meridian Gallery action, and a 25% chance to succeed without a downside. Decent enough, I suppose?
There may be something related to the Deep Ones there, or why else would it be shrouded in secrecy?
Can we do anything to research/get our crew to research anything resembling the strange goings-on from our mission so we might have some insight on how to help Visscher?
Mistique sells. Let's not get our hooes up when this world is overflowing with the weird and wonderful, and I am sure equally filled with those who want to cash in on that fact.
[X] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery. The Service will almost certainly take him from your care once they go over your report, so you'll have to work fast. -[X] [Strange] Esoteric methods. His damage is not natural, and will not be reversed by natural means. You will take him to your laboratory and apply rather more unusual methods to him. Perhaps electric shocks, as Strand suggested?
[X] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery. The Service will almost certainly take him from your care once they go over your report, so you'll have to work fast. -[X] [Strange] Esoteric methods. His damage is not natural, and will not be reversed by natural means. You will take him to your laboratory and apply rather more unusual methods to him. Perhaps electric shocks, as Strand suggested?
Can we do anything to research/get our crew to research anything resembling the strange goings-on from our mission so we might have some insight on how to help Visscher?
You'll need something to study! I recommend visiting a bookstore or a library, or consulting a relevant specialist. Those can be done as acceptable write-ins, within reason.
You're not getting your crew to do anything in your absence, though. They'll be too busy enjoying their brief freedom while they can.
[] Take on Crew. The Hadewijch is still short of men. You might like to hire more sailors for her while you're here. You may take on a maximum of 8 more Crew at the moment. -[][Suave] Spread alluring rumors. It's a little dishonest, but you could spread whispers of your fabulous wealth, outrageous good fortune, skill as captain or any other quality that will bring dreamers and superstitious sailors into your ranks. You'll be on the way by the time they realize these rumors might not be entirely true. +10 Crew. [] Sell cargo. You could sell some of your cargo for a profit here just as well. -[] [20£] Vapor residue. Local prices for aether residue are low, but you could still sell yours here to make a bit of cash. You currently have 9 canisters of vapor residue gathered. Each is worth £20 here. [] Entertainments for the day. You've had one hell of a first Flight. It's time to enjoy life for a change, perhaps with one of your new Officers with you. You may choose up to two Officers to accompany you. -[] [Scholar-Sharp] Tour the bookstores. There is a decent array of bookstores with varied collections in Rotterdam. You might choose to visit and see what they have to offer; knowledge is always worth the cost. [] The social clubs. A gentleman captain who wishes to advance their career and maintain their good standing should always endeavor to make new connections and strengthen old ones. If they wished to look beyond the Service, a short trip to Amsterdam might gain them access to a private club of some sort. All, of course, require a membership fee for the year to be paid up front should you wish to join. -[] [500£] Empire. Founded in 1831, the Empire Club is a relatively new and modern institution frequented by military and quasi-military types. Plenty of Service officers and admirals can be found here, but also men and women of the Air Army, the Land Forces, privateers, military scientists, historians and engineers, requisition-men, contractors and other agents of the nation's fighting corps. There is a notable members-only library devoted mainly to history and engineering on the premises. The middling pay of most of its members has resulted in low membership fees just as well. [] Integrate a Part. It takes hard work and time to alter a complicated machine such as a flying ship. You could spend a day installing a new Part into either of your aircraft. -[] VETM Electric Engine I-3. Unreliable 2*, Agile 2. This will remove the current Flight system of the chosen Aircraft. [] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery. The Service will almost certainly take him from your care once they go over your report, so you'll have to work fast. -[] [Sense] Apply psychology. You are no trained headshrinker, but you've some insight into how the human mind functions. With patience and close study, you might be able to begin the work of guiding Director Visscher back towards sanity. [] [Strange] Experiment in the Laboratory. You are eager to see what your new laboratory is capable of. -[] [Strange] Experiment with electricity. The Zotova generator now onboard offers a chance to experiment with the strange power of electricity. Perhaps you could replicate some of the bizarre things you witnessed on Strand's ship - on a smaller, safer scale, of course. [] [Sharp] Begin an engineering Project. You know that invention and progress never cease. To be on the forefront of this age, you must push the envelope however you can. -[] [Sharp] Study the electric engine. The electric engine in your possession is something of an enigma to you. If you are to make full use of it, you will need to understand the logic of its operation. Begins a Project to remove the Unreliable Quality from the Electric Engine and increase your understanding of electric engineering.
We should do all of these if possible. Regarding visiting the bookstores. I want to bring up a couple of Dice god RNG shenanigans i encountered in other quests including a rather infamous one in Tosa Quest which is a KanColle quest. Anyway one of the Dice Rolls had the protag Tosa find the Blueprints for Yamato's upgraded form in a stack of random papers from a back room of a literally random warehouse.
Historically The Blueprints for the Yamato Class were destroyed to keep them out of Allied hands and no one in the quest AFAIK ever expected the Rolls to be that insane as to give those blueprints to us. I don't think even the GM expected that roll series.
We literally have no idea what we might find but the chance to strike gold is a probable must if the Dice gods smile down on us.
[X] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery. The Service will almost certainly take him from your care once they go over your report, so you'll have to work fast. -[X] [Strange] Esoteric methods. His damage is not natural, and will not be reversed by natural means. You will take him to your laboratory and apply rather more unusual methods to him. Perhaps electric shocks, as Strand suggested?
[X] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery. The Service will almost certainly take him from your care once they go over your report, so you'll have to work fast. -[X] [Strange] Esoteric methods. His damage is not natural, and will not be reversed by natural means. You will take him to your laboratory and apply rather more unusual methods to him. Perhaps electric shocks, as Strand suggested?
[X] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery. The Service will almost certainly take him from your care once they go over your report, so you'll have to work fast. -[X] [Strange] Esoteric methods. His damage is not natural, and will not be reversed by natural means. You will take him to your laboratory and apply rather more unusual methods to him. Perhaps electric shocks, as Strand suggested?
[x] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery. The Service will almost certainly take him from your care once they go over your report, so you'll have to work fast. -[x] [Sense] Apply psychology. You are no trained headshrinker, but you've some insight into how the human mind functions. With patience and close study, you might be able to begin the work of guiding Director Visscher back towards sanity.
We've got a pretty good Sense stat, so I think this is better than electro therapy. Especially since we now know more about what exactly it is that did this to him. Even on a failure, giving us the narrative experience of actually observing what the dangers of that Soul drain we suffered is still a win in my book.
Also I am kind of wary about using that untested, not yet fully understood engine here when we are at port. Especially if Electroshock therapy goes wrong and leaves some sort of visible electric burns on the director.
[x] [Mixed] Tend to Director Visscher. The man's psyche is shattered, but cannot be beyond recovery. The Service will almost certainly take him from your care once they go over your report, so you'll have to work fast.
-[x] [Sense] Apply psychology. You are no trained headshrinker, but you've some insight into how the human mind functions. With patience and close study, you might be able to begin the work of guiding Director Visscher back towards sanity.